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Templar Knight Upgrade - IMPLEMENTED

Posted: Fri Oct 27, 2017 6:02 pm
by LordOfAles
Name: Mounted Knight Templar

Hp +8
Attack +3
Sight +1
Armor +1/+1
Heal Increase +5

Re: Templar Knight Upgrade

Posted: Tue Oct 31, 2017 5:19 pm
by Fildin
Better name is High Templar in my opinion. Anyway amazing idea for very strong mounted unit.

Re: Templar Knight Upgrade

Posted: Tue Oct 31, 2017 5:35 pm
by godOfKings
Cool name I approve :D this should be implemented fast the templar knight is never used

Re: Templar Knight Upgrade

Posted: Sun Nov 05, 2017 1:35 pm
by DoomCarrot
I occasionally use them, although only in very specific situations.

I like using them as scout troops early game when there aren't many units on the boards, as they can kill something, then heal on the way to the next conflict.

Re: Templar Knight Upgrade

Posted: Sun Nov 05, 2017 7:09 pm
by COOLguy
Was there a topic for this already?

Re: Templar Knight Upgrade

Posted: Sun Feb 04, 2018 7:10 pm
by godOfKings
U can also use this icon

Re: Templar Knight Upgrade

Posted: Wed Feb 07, 2018 6:55 pm
by godOfKings
If my icon is used, I think mounted knight templar would b a better name, and templar knight should simply b renamed to mounted templar, high templar could b a third tier upgrade in the future...

Re: Templar Knight Upgrade

Posted: Wed Feb 07, 2018 6:58 pm
by LordOfAles
Agreed

Re: Templar Knight Upgrade

Posted: Wed Feb 07, 2018 7:00 pm
by LordOfAles
Updated first post

Re: Templar Knight Upgrade

Posted: Tue Feb 13, 2018 12:56 pm
by StormSaint373
LOVE idea!!!!

Can this be implemented soon please!

Re: Templar Knight Upgrade

Posted: Tue Feb 13, 2018 8:05 pm
by Patrol3110
Like i said before in another post,this needs to get implemeted. Templars are one of the stongest foot units and a very average mounted unit

Re: Templar Knight Upgrade

Posted: Sun Feb 25, 2018 4:15 am
by COOLguy
Looks very good! Thank you all for getting this unit ready - ACCEPTED!

Could someone please summarize the final stats (ie what the actual values are not just how much more than Templar)?

Re: Templar Knight Upgrade - ACCEPTED

Posted: Sun Feb 25, 2018 2:26 pm
by godOfKings
HP 39
Atk 12
Armor 3/3
Sight 5
Speed 5
Heal rate 10
Spell resist 100%

It has 1 more hp than knight templar

Re: Templar Knight Upgrade - ACCEPTED

Posted: Sun Feb 25, 2018 2:28 pm
by godOfKings
But we need an icon for upgrade

Re: Templar Knight Upgrade - ACCEPTED

Posted: Sun Feb 25, 2018 3:38 pm
by Puss_in_Boots
How about we make the knight templar upgrades effect both templars? Just like with armored skeletons.

Re: Templar Knight Upgrade - ACCEPTED

Posted: Sun Feb 25, 2018 3:40 pm
by godOfKings
Good idea

Re: Templar Knight Upgrade - ACCEPTED

Posted: Tue Feb 27, 2018 6:31 am
by COOLguy
godOfKings wrote:It has 2 more hp, 1 more atk than knight templar and can one hit kill a halberdier
oi did not realize that. What other units can one shot halberdiers?

Re: Templar Knight Upgrade - ACCEPTED

Posted: Tue Feb 27, 2018 6:46 am
by makazuwr32
Without blacksmith upgrades or any buffs only war elephant and his upgrade. From cavalry units.
Other than that - incoming master axeman upgrade (but he needs to spend both his turns), Celtic warrior, Samurai and upgrade, Man-at-arms (2 tier upgrade for swordman), ornithopter, catapult and upgrade, ballista and upgrade, castle, catapult ship, cannon, cannon ship, maceman, flail soldier, spartan hoplite.

Re: Templar Knight Upgrade - ACCEPTED

Posted: Tue Feb 27, 2018 7:44 am
by godOfKings
for something costing 6 turns, i wouldnt mind if the upgraded unit has 1 more attack than heavy knight and can one shot kill halberdiers

Re: Templar Knight Upgrade - ACCEPTED

Posted: Tue Feb 27, 2018 7:51 am
by makazuwr32
godOfKings wrote:for something costing 6 turns, i wouldnt mind if the upgraded unit has 1 more attack than heavy knight and can one shot kill halberdiers
Agree - both elephant and this one cost much higher than halberdier.

Re: Templar Knight Upgrade - ACCEPTED

Posted: Fri Mar 02, 2018 5:40 pm
by COOLguy
Okay, I think we should not increase the attack for this mounted to one shot a halberdier. Halberdiers are supposed to be the specialty against it - other wise this unit would not have a clear weakness and OP.

I would be okay adding bonuses against other units or adding armor or heal power instead.

Re: Templar Knight Upgrade - ACCEPTED

Posted: Fri Mar 02, 2018 5:41 pm
by COOLguy
btw, you can test these proposed stats in the game with triggers - that will definitely always be a determining factor in stat change discussions.

Re: Templar Knight Upgrade - ACCEPTED

Posted: Sat Mar 03, 2018 3:40 am
by godOfKings
currently there are units like lancers and voulgirs, also max upgraded halberdier with 10 atk can kill every ingame cavalry with just 1 hit (dealing 55 damage) i think killing a 6 turn unit with one hit from a 2 turn unit is wat i would call unbalanced and op, so to make up for it, 6 turn unit can also kill 2 turn unit with 1 hit, and it is quite easy to effectively use pike men, u can hide them in wagons, siege mantlets, factories, guard towers etc... also templars dont have bonus against pikemen, so if halberdier atks first then they will still survive from counter atk of knight templar

Re: Templar Knight Upgrade - ACCEPTED

Posted: Wed May 16, 2018 1:59 pm
by godOfKings
after considering puss's suggestion and how cheap upgrading it would b, i have decided its best if the stats r not too much different than heavy knight, so i edited my stats suggestion and made atk 12, and hp 39

still, 3/3 armor and heal spell is great for his survival, cuz upgrading halberdiers to give 8 atk (enough to kill him in one hit) will still take some time, and the player can also use knight templars alongside him

Re: Templar Knight Upgrade - ACCEPTED

Posted: Sun Jul 08, 2018 2:13 am
by COOLguy
godOfKings wrote: Wed May 16, 2018 1:59 pm after considering puss's suggestion and how cheap upgrading it would b, i have decided its best if the stats r not too much different than heavy knight, so i edited my stats suggestion and made atk 12, and hp 39

still, 3/3 armor and heal spell is great for his survival, cuz upgrading halberdiers to give 8 atk (enough to kill him in one hit) will still take some time, and the player can also use knight templars alongside him
Is that change up in stats or down?

Re: Templar Knight Upgrade - ACCEPTED

Posted: Sun Jul 08, 2018 7:19 am
by godOfKings
godOfKings wrote: Sun Feb 25, 2018 2:26 pm HP 39
Atk 12
Armor 3/3
Sight 5
Speed 5
Heal rate 10
Spell resist 100%

It has 1 more hp than knight templar

I only edit the first post with the latest change in stats

Re: Templar Knight Upgrade - ACCEPTED

Posted: Sun Jul 08, 2018 2:39 pm
by COOLguy
Ok thanks.

Re: Templar Knight Upgrade - ACCEPTED

Posted: Sat Oct 27, 2018 6:41 am
by Stratego (dev)
accepted please someone make json for it and the tech - thanks!

Re: Templar Knight Upgrade - ACCEPTED

Posted: Sat Oct 27, 2018 7:41 am
by godOfKings
Actually it should b marked as implemented, it was implemented on last vote

Re: Templar Knight Upgrade - ACCEPTED

Posted: Sat Oct 27, 2018 4:45 pm
by Stratego (dev)
I thought we have only templar knight without upgrade, this will be the upgraded version